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Fix Bug: 'Uncaught TypeError: LK.initGame is not a function' in or related to this line: 'LK.initGame({' Line Number: 187
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Fix Bug: 'Uncaught TypeError: LK.init is not a function' in or related to this line: 'LK.init({' Line Number: 187
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Fix Bug: 'Uncaught TypeError: LK.Point is not a constructor' in or related to this line: 'self.anchor = new LK.Point();' Line Number: 94
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Fix Bug: 'Uncaught TypeError: Point is not a constructor' in or related to this line: 'self.anchor = new Point();' Line Number: 94
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0.5);' Line Number: 204
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Fix Bug: 'Uncaught TypeError: Point is not a constructor' in or related to this line: 'buttonText.anchor = new Point(0.5, 0.5);' Line Number: 89
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0.5);' Line Number: 204
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0.5);' Line Number: 203
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Fix Bug: 'ReferenceError: difficultyText is not defined' in or related to this line: 'var difficultyButton = new Button(difficultyText, container.width / 2, titleText.height + 50, function () {' Line Number: 381
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Fix Bug: 'ReferenceError: container is not defined' in or related to this line: 'container.addChild(titleText);' Line Number: 379
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Fix Bug: 'TypeError: game.clearChildren is not a function' in or related to this line: 'game.clearChildren();' Line Number: 199
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Fix Bug: 'TypeError: game.clearChildren is not a function' in or related to this line: 'game.clearChildren();' Line Number: 199
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Fix Bug: 'Uncaught TypeError: LK.hideLoader is not a function' in or related to this line: 'LK.hideLoader();' Line Number: 403
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Fix Bug: 'Uncaught TypeError: LK.showMenuPage is not a function' in or related to this line: 'LK.showMenuPage(easyMenuPage);' Line Number: 401
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Fix Bug: 'Uncaught TypeError: LK.hideMenuPage is not a function' in or related to this line: 'LK.hideMenuPage(container);' Line Number: 209
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Fix Bug: 'Uncaught TypeError: LK.hideMenuPage is not a function' in or related to this line: 'LK.hideMenuPage(container);' Line Number: 209
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0);' Line Number: 203
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0);' Line Number: 201
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0);' Line Number: 202
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'this.anchor.set(0.5, 0.5);' Line Number: 89
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0);' Line Number: 201
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'difficultyButton.anchor.set(0.5, 0);' Line Number: 201
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Fix Bug: 'Uncaught ReferenceError: createMenuPage is not defined' in or related to this line: 'createMenuPage(self, 'Easy', 'easy', '#00ff00');' Line Number: 159
/**** 
* Classes
****/
// BulletPack class
var BulletPack = Container.expand(function () {
	var self = Container.call(this);
	var bulletPackGraphics = self.attachAsset('bulletPack', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 4;
	self.direction = Math.random() < 0.5 ? -1 : 1;
	self.move = function () {
		var speedIncreaseFactor = 0.1 + LK.ticks * 0.0002;
		self.y += self.speed + speedIncreaseFactor;
		self.x += self.direction * (10 + speedIncreaseFactor);
		if (self.x < 0 || self.x > game.width) {
			self.direction *= -1;
		}
	};
});
// Character class
var Hero = Container.expand(function () {
	var self = Container.call(this);
	var heroGraphics = self.attachAsset('hero', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.bulletLimit = difficulty === 'medium' ? 3 : 5; // Initialize bullet limit based on difficulty
	self.bulletsInPlay = 0; // Track bullets currently in play
	self.canShoot = true; // Allow shooting initially
	self.update = function () {
		// Hero update logic
	};
	self.shoot = function () {
		if (this.bulletLimit > 0 && this.canShoot) {
			var bullet = new Bullet();
			bullet.x = this.x;
			bullet.y = this.y - this.height / 2;
			heroBullets.push(bullet);
			game.addChild(bullet);
			this.bulletsInPlay++; // Increment bullets in play
			this.bulletLimit--;
			bulletCountTxt.setText('Bullets: ' + this.bulletLimit); // Update bullet count display
			this.canShoot = false; // Set shooting cooldown
			LK.setTimeout(function () {
				self.canShoot = true;
			}, 500); // Cooldown of 500ms before next shot
		}
	};
});
// Bullet class
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('Bullet', {
		anchorX: 0.0625,
		anchorY: 0.0625
	});
	self.speed = -10;
	self.move = function () {
		self.y += self.speed;
	};
});
// Enemy class
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 4;
	self.direction = Math.random() < 0.5 ? -1 : 1;
	self.move = function () {
		self.y += self.speed;
		var speedIncreaseFactor = 0.1 + LK.ticks * 0.0002; // Increase the speed factor over time
		self.x += self.direction * (4 + speedIncreaseFactor);
		if (self.x < 0 || self.x > game.width) {
			self.direction *= -1;
		}
		self.speed += difficulty === 'easy' ? 0.01 + LK.ticks * 0.00005 : difficulty === 'medium' ? 0.02 + LK.ticks * 0.0001 : 0.03 + LK.ticks * 0.00015; // Increase speed over time with an accelerating factor based on difficulty
	};
});
var Button = Container.expand(function (text, positionX, positionY, onClickCallback) {
	var self = Container.call(this);
	var buttonText = new Text2(text, {
		size: 200,
		fill: "#ffffff"
	});
	buttonText.anchor.set(0.5, 0.5);
	self.width = buttonText.width;
	self.height = buttonText.height;
	self.addChild(buttonText);
	self.x = positionX;
	self.y = positionY;
	self.interactive = true;
	self.on('down', function (obj) {
		var event = obj.event;
		var pos = event.getLocalPosition(game);
		if (self.containsPoint(pos)) {
			self.alpha = 0.5;
			onClickCallback();
		}
	});
	self.on('up', function (obj) {
		self.alpha = 1.0;
	});
	self.containsPoint = function (point) {
		return point.x >= self.x - self.width / 2 && point.x <= self.x + self.width / 2 && point.y >= self.y - self.height / 2 && point.y <= self.y + self.height / 2;
	};
});
// JoystickAsset class
var JoystickAsset = Container.expand(function () {
	var self = Container.call(this);
	self.interactive = true;
	self.isDragging = false;
	self.onMoveCallback = null;
	self.setMoveCallback = function (callback) {
		self.onMoveCallback = function (direction) {
			callback({
				x: direction.x,
				y: 0
			});
		};
	};
	self.on('down', function (obj) {
		self.isDragging = true;
	});
	self.on('up', function (obj) {
		self.isDragging = false;
		stickGraphics.x = stickOrigin.x;
		stickGraphics.y = stickOrigin.y;
		if (self.onMoveCallback) {
			self.onMoveCallback({
				x: 0,
				y: 0
			});
		}
	});
	self.on('move', function (obj) {
		if (self.isDragging) {
			var event = obj.event;
			var pos = event.getLocalPosition(self);
			var dx = pos.x - stickOrigin.x;
			var maxDistance = stickGraphics.width * 0.5;
			if (Math.abs(dx) > maxDistance) {
				dx = maxDistance * (dx > 0 ? 1 : -1);
			}
			stickGraphics.x = stickOrigin.x + dx;
			stickGraphics.y = stickOrigin.y;
			if (self.onMoveCallback) {
				self.onMoveCallback({
					x: dx / maxDistance,
					y: 0
				});
			}
		}
	});
});
var EasyMenuPage = Container.expand(function () {
	var self = Container.call(this);
	createMenuPage(self, 'Easy', 'easy', '#00ff00');
});
var MediumMenuPage = Container.expand(function () {
	var self = Container.call(this);
	createMenuPage(self, 'Medium', 'medium', '#ffff00');
});
var HardMenuPage = Container.expand(function () {
	var self = Container.call(this);
	createMenuPage(self, 'Hard', 'hard', '#ff0000');
});
/**** 
* Initialize Game
****/
// Default difficulty setting
var game = new LK.Game({
	title: '(WIP)',
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/
var heroBullets = [];
var bulletPacks = []; // Declare bulletPacks array in the global scope
var bulletCountTxt; // Declare bulletCountTxt in the global scope
function createMenuPage(container, difficultyText, difficultyLevel, color) {
	// Create title text
	var titleText = new Text2('Select Difficulty', {
		size: 100,
		fill: "#ffffff"
	});
	titleText.anchor.set(0.5, 0);
	container.addChild(titleText);
	// Create difficulty button
	var difficultyButton = new Button(difficultyText, container.width / 2, titleText.height + 50, function () {
		// Set difficulty and start the game
		difficulty = difficultyLevel;
		game.removeChild(container);
		initializeGame();
		game.removeChild(container);
	});
	difficultyButton.anchorX = 0.5;
	difficultyButton.anchorY = 0;
	container.addChild(difficultyButton);
	// Set background color
	container.backgroundColor = color;
	// Hide the page initially
	game.removeChild(container);
}
function initializeGame() {
	// Initialize important asset arrays
	var enemies = [];
	// Create character
	var hero = game.addChild(new Hero());
	hero.x = game.width / 2;
	hero.y = game.height - 100;
	// Create score display
	var scoreTxt = new Text2('Score: 0', {
		size: 50,
		fill: "#ffffff"
	});
	var highScoreTxt = new Text2('High Score: 0 (WIP)', {
		size: 50,
		fill: "#ffffff"
	});
	scoreTxt.anchor.set(1, 0);
	highScoreTxt.anchor.set(1, 0);
	highScoreTxt.y = scoreTxt.height + 20;
	LK.gui.topRight.addChild(scoreTxt);
	LK.gui.topRight.addChild(highScoreTxt);
	// Create bullet count display
	bulletCountTxt = new Text2('Bullets: ' + (difficulty === 'medium' ? 3 : 5), {
		size: 100,
		fill: "#ffffff"
	});
	bulletCountTxt.anchor.set(0, 0);
	bulletCountTxt.y = scoreTxt.height + 50; // Position below the score display
	LK.gui.topLeft.addChild(bulletCountTxt);
	// Create instructions display
	var instructionsTxt = new Text2('Tap anywhere to shoot', {
		size: 50,
		fill: "#ffffff"
	});
	instructionsTxt.anchor.set(0, 0);
	LK.gui.topLeft.addChild(instructionsTxt);
	// Create a red line 3/4 down the screen
	var redLine = LK.getAsset('redLine', {});
	redLine.width = game.width;
	redLine.height = 5;
	redLine.y = game.height * 0.75;
	game.addChild(redLine);
	// Create joystick instance
	var joystick = new JoystickAsset();
	joystick.x = joystick.width / 2 + 150;
	joystick.y = game.height - joystick.height / 2 - 150;
	joystick.setMoveCallback(function (direction) {
		hero.x = Math.max(hero.width / 2, Math.min(game.width - hero.width / 2, hero.x + direction.x * 10));
	});
	game.addChild(joystick);
	// Handle hero dragging
	var dragNode = null;
	game.on('down', function (obj) {
		hero.shoot();
	});
	game.on('move', function (obj) {
		var event = obj.event;
		var pos = event.getLocalPosition(game);
		hero.x = pos.x;
	});
	// Global event listener for shooting bullets
	// Game tick event
	LK.on('tick', function () {
		// Update character
		hero.update();
		// Move and check bullets
		for (var i = heroBullets.length - 1; i >= 0; i--) {
			var bullet = heroBullets[i];
			bullet.move();
			// Check for bullet collision with enemies
			for (var j = enemies.length - 1; j >= 0; j--) {
				if (bullet.intersects(enemies[j])) {
					// Update score
					var newScore = LK.getScore() + 1;
					LK.setScore(newScore);
					scoreTxt.setText('Score: ' + newScore);
					var highScore = Math.max(newScore, Number((typeof localStorage !== 'undefined' ? localStorage.getItem('highScore') : '0') || '0'));
					highScoreTxt.setText('High Score: ' + highScore + ' (WIP)');
					if (typeof localStorage !== 'undefined') {
						localStorage.setItem('highScore', highScore);
					}
					// Increment character's bullet limit
					hero.bulletLimit++;
					bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
					// Destroy enemy and bullet
					enemies[j].destroy();
					enemies.splice(j, 1);
					bullet.destroy();
					heroBullets.splice(i, 1);
					break;
				}
			}
			// Check for bullet collision with bullet packs
			for (var k = bulletPacks.length - 1; k >= 0; k--) {
				if (bullet.intersects(bulletPacks[k])) {
					// Increment character's bullet limit by 5
					hero.bulletLimit += 5;
					bulletCountTxt.setText('Bullets: ' + hero.bulletLimit); // Update bullet count display
					// Destroy bullet pack and bullet
					bulletPacks[k].destroy();
					bulletPacks.splice(k, 1);
					bullet.destroy();
					heroBullets.splice(i, 1);
					break;
				}
			}
			// Remove off-screen bullets and end the game if it's the last one
			if (bullet.y < 0) {
				bullet.destroy();
				heroBullets.splice(i, 1);
				if (heroBullets.length === 0 && hero.bulletLimit === 0) {
					LK.showGameOver(); // End the game when the last bullet is out of frame
				}
			}
		}
		// Move and check enemies
		for (var i = enemies.length - 1; i >= 0; i--) {
			var enemy = enemies[i];
			enemy.move();
			// Check for collision with the hero
			if (hero.intersects(enemy)) {
				LK.showGameOver();
				return; // Stop processing further updates if there's a collision with the hero
			}
			// Remove off-screen enemies
			if (enemy.y > game.height) {
				enemy.destroy();
				enemies.splice(i, 1);
			}
		}
		// Move and check bullet packs
		for (var i = bulletPacks.length - 1; i >= 0; i--) {
			var bulletPack = bulletPacks[i];
			bulletPack.move();
			// Remove off-screen bullet packs
			if (bulletPack.y > game.height) {
				bulletPack.destroy();
				bulletPacks.splice(i, 1);
			}
		}
		// Spawn enemies randomly
		if (Math.random() < 0.02) {
			var enemy = new Enemy();
			enemy.x = Math.random() * game.width;
			enemy.y = -100;
			enemies.push(enemy);
			game.addChild(enemy);
		}
	});
	// Spawn bullet packs randomly
	if (Math.random() < 0.01) {
		var bulletPack = new BulletPack();
		bulletPack.x = Math.random() * game.width;
		bulletPack.y = -100;
		bulletPacks.push(bulletPack);
		game.addChild(bulletPack);
	}
	// End of 'tick' event listener
	// End of initializeGame function
	function createMenuPage(container, difficultyText, difficultyLevel, color) {
		// ... (previous code)
	}
	// Create title text
	var titleText = new Text2('Select Difficulty', {
		size: 100,
		fill: "#ffffff"
	});
	titleText.anchor.set(0.5, 0);
	container.addChild(titleText);
	// Create difficulty button
	var difficultyButton = new Button(difficultyText, container.width / 2, titleText.height + 50, function () {
		// Set difficulty and start the game
		difficulty = difficultyLevel;
		game.clearChildren();
		initializeGame();
		LK.hideMenuPage(container);
	});
	difficultyButton.anchor.set(0.5, 0);
	container.addChild(difficultyButton);
	// Set background color
	container.backgroundColor = color;
	// Hide the page initially
	LK.hideMenuPage(container);
}
// Initial setup
var difficulty = null;
// Show menu pages
var easyMenuPage = new EasyMenuPage();
var mediumMenuPage = new MediumMenuPage();
var hardMenuPage = new HardMenuPage();
game.addChild(easyMenuPage);
// Hide loader ===================================================================
--- original.js
+++ change.js
@@ -195,9 +195,9 @@
 	// Create difficulty button
 	var difficultyButton = new Button(difficultyText, container.width / 2, titleText.height + 50, function () {
 		// Set difficulty and start the game
 		difficulty = difficultyLevel;
-		game.clearChildren();
+		game.removeChild(container);
 		initializeGame();
 		game.removeChild(container);
 	});
 	difficultyButton.anchorX = 0.5;
:quality(85)/https://cdn.frvr.ai/65aa62cebca71288805c4d0a.png%3F3) 
 android. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65aa6901bca71288805c4d84.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65aa7a6f12d8ad61c57ee902.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65ac257b45869b8be6c9cd00.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65ac25b445869b8be6c9cd03.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65b15b784e5a44bf3a180420.png%3F3) 
 letter X png. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b15be04e5a44bf3a180427.png%3F3) 
 space background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b15c764e5a44bf3a180433.png%3F3) 
 galaxy background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/65b15d0e4e5a44bf3a180440.png%3F3) 
 galaxy background. High quality
:quality(85)/https://cdn.frvr.ai/65b15de74e5a44bf3a18044a.png%3F3) 
 space background.. High contrast
:quality(85)/https://cdn.frvr.ai/65b15f544e5a44bf3a18045f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/65b15f704e5a44bf3a180462.png%3F3)